A less complex version of
this game.Gone are fleet bonuses, batteries are now a bit restricted, torpedoes are no more, Tonnage system was slightly re-worked, ships are slightly more expensive.
The First Battle will take place between 2 Fleets with 500 Resources each, and no more than 3 Ships each.PRELUDE:
Welcome to Battleships!
In this game, people go fight each other with heavy ships reminiscent of early 20th century Armored Cruisers and Dreadnoughts and the like.
SHIP CREATION SHEET:
Each side of the naval engagement can spend certain amount Resources (specified by the GM) total, distributed amongst all Players.
Name: name of your ship (your username)
Ship Type: Armored Cruiser/Pre-Dreadnought/Dreadnought
Tonnage: Based on Resources Total
Hull Points: determined by Base Hull Formula (in Compartments section)
Compartments: DC = Deck Compartment, UC = Under Compartment (when you add an Extra, write it up by the DC/UC you put it at)
DC1:
DC2:
DC3:
DC4:
DC5:
...
UC1:
UC2:
UC3:
UC4:
...
Resources Total: optional to fill out, but will help GM with the math!
Example Ship Sheet:
Name: Cyl the Great (Haspen)
Ship Type: Pre-Dreadnought (90 Resources)
Tonnage: >300, Heavy (+2 Hull Points, +1 Enemy Hit)
Hull Points: 1+(10x2)+2 = 23
Compartments:
DC1: Secondary Battery (10 Resource)
DC2: Main Battery (20 Resources) + Armour Plating (15 Resources)
DC3: Bridge Tower (FREE) + Rangefinders (30 Resources) + Armour Plating (15 Resources)
DC4: Main Battery (20 Resources) + Armour Plating (15 Resources)
DC5: Secondary Battery (10 Resources)
DC6: -
-
UC1: Structural Bulk (5 Resources)
UC2: Ammo Magazine (20 Resources) + Armour Plating (15 Resources)
UC3: Ammo Magazine (20 Resources) + Armour Plating (15 Resources)
UC4: Engine Room (FREE) + Armour Plating (15 Resources)
UC5: Structural Bulk (5 Resources)
Resources Total: 320
====
TURN ORDER:
Turn order depends on the Resources spent on the Ships; Ships that spent LESS Resources go FIRST.
Example:
Alice spent 145 Resources, Billy spent 95 Resources and Claude spent 112 Resources.
This means Billy moves first, Claude second, and Alice third.
In rare case when two (or more) Players post a ship with the same amount of Resources spent, the person that posted first moves first.
SHIP AND ITS COMPARTMENTS:
Each Ship has Compartments, divided into Deck and Under Compartments. There are also Compartment Extras which can be applied to individual Compartments.
Deck Compartments are: Batteries (Main, Heavy and Secondary) and Bridge Towers.
Under Compartments are: Ammo Magazines, Engine Rooms and Structural Bulks.
Compartment Extras are: Rangefinders (for Bridge Towers), Loading Shafts (for Ammo Magazines), Diesel Turbines (for Engine Rooms) and Ship Armors (for any Compartment).
Each Compartment (even the ones that are empty) has 3 'levels' of Damage: Intact, Damaged and Destroyed.
When Compartments are hit by Secondary Battery fire, they receive 1 Damage; moving from Intact to Damaged, or from Damaged to Destroyed status.
Main and Heavy Battery fire is devastating, and brings the Compartment right into Destroyed status. Pray it doesn't happen!
TONNAGE:
Lighter ships and heavier ships behave differently in the water, and have different sailing (and maneuvering) speeds.
To represent this, Tonnage mechanic grants certain bonuses and penalties:
Light: Under 150 Resources. Grants -1 Hit penalty for enemies targeting this ship, but reduces Hull Points by 2.
Medium: 151 to 300 Resources.
Heavy: More than 300 Resources. Grants +2 to Hull Points of this ship but also +1 Hit bonus for enemies targeting this ship.
The largest amount of Resources that can be spent on a single ship is 450 Resources.
COMBAT:
A 1d6 dice is used for Combat purposes.
You score a Hit against enemy vessel if you roll 5 or greater; each Battery that fired in a Turn has its own Hit roll.
When you score a Hit, a random Compartment of the enemy Ship is chosen.
After that, Damage is applied to both the targeted Compartment (if it in use) and the ship's Hull Points.
RANGEFINDING:
On the sea, ships move around and fire at each other at quite some range. Rangefiding mechanic reflects that.
Basically, whenever you First fire (this is counted by-Player, not by full Turns or singular Battery attacks) at a Ship, your Batteries suffer -2 to Hit.
Second and the penalty is reduced to -1.
Third suffers no Rangefiding penalties.
Fourth (and subsequent) is when your Batteries are finally calibrated and gain +1 bonus to Hit.
Rangefinding RESETS when you switch targets; therefore its better to stick to one target for several turns rather than switch between them often.
COMMANDS:
As long as at least one Bridge Tower isn't Destroyed, the Player can issue Commands (one each per Turn).
These Commands are:
Evasive Maneuvers: Both the Player and all enemies targeting their Ship suffer -1 to Hit rolls until Evasive Maneuvers is cancelled. Overrides Quarter Speed.
Damage Control: Tries to fix a Damaged Compartment back into Intact status. Damage Control takes 3 Turns to complete, and cannot repair Destroyed Compartments. Each ship can deploy 2 Damage Controls at any given time.
Quarter Speed: Both the Player and all enemies targeting their Ship gain +1 to Hit rolls until Quarter Speed is cancelled. Overrides Evasive Maneuvers.
You can cancel Command(s) during any of your Turns.
SHIP DESTRUCTION, VICTORY&DEFEAT:
Ship can be destroyed in 2 ways:
1: Hull Points are reduced to or below 0, resulting in ship's explodey demise.
2: All Under Compartments are Destroyed; the ship floods with sea water and sinks.
The Player Team that has no Ships left afloat is defeated, and their rivals automatically win.
====
ARMORED CRUISER:
Cost: 50 Resources
Base Hull Formula: Total Used Compartments + 5
Maximum Compartments: 5 Deck, 4 Under.
PRE-DREADNOUGHT:
Cost: 90 Resources
Base Hull Formula: 1 + (Total Used Compartments x 2)
Maximum Compartments: 6 Deck, 5 Under.
DREADNOUGHT:
Cost: 150 Resources
Base Hull Formula: 10 + (Total Used Compartments x 2)
Maximum Compartments: 7 Deck, 6 Under.
====
DECK COMPARTMENTS:
Bridge Tower: A vital part for command and fire control on the ship.
Cost: FREE (1st) 30 Resources (2nd and more).
*Intact: Player can issue Commands.
*Damaged: Player can issue Commands. -1 to Hit of all Batteries.
*Destroyed: Player CANNOT issue Commands. -1 to Hit of all batteries.
**Special: In case of multiple Bridge Towers, only the 'lowest' damage modifier is applied (so if you have 1 Intact and 1 Destroyed Bridge Tower, you can still issue Commands to your ship).
Main Battery: A large battery of heavy guns. Deals 2 Damage on successful Hit. Cannot be mounted on Armoured Cruisers. Max 3 per ship.
Cost: 20 Resources.
*Intact: Attacks every 2 Turns.
*Damaged: Attacks every 3 Turns.
*Destroyed: Cannot Attack.
Heavy Battery: A triple battery of heavy guns. Deals 3 Damage on successful Hit. Can be only mounted on Dreadnoughts. Max 2 per ship.
Cost: 30 Resources.
*Intact: Attacks every 2 Turns.
*Damaged: Attacks every 3 Turns.
*Destroyed: Cannot Attack.
Secondary Battery: A smaller battery with faster reload times. Deals 1 Damage on successful Hit.
Cost: 15 Resources
*Intact: Attacks every Turn.
*Damaged: Attacks every 2 Turns.
*Destroyed: Cannot Attack.
UNDER COMPARTMENTS:
Ammo Magazine: Feeds ammo to the ship's guns.
Cost: 20 Resources
*Intact: Up to 2 Batteries can fire per Turn.
*Damaged: Only 1 Battery can fire per Turn.
*Destroyed: No Batteries can fire, unless another Ammo Magazine is operational.
**Special: Whenever Magazine receives Damage, there's 1 in 4 chance that stored ammo will ignite and explode, dealing 2d6 damage to the Ship's Hull, and destroying the Ammo Magazine.
**Special2: After all Ammo Magazines are Destroyed, the Player can fire only 1 Battery per 2 Turns, no matter its type (Reloading is still accounted for).
Engine Room: Provides power to the ship's turbines. At least 1 is required.
Cost: FREE (1st), 32 Resources (2nd and more)
*Intact: -
*Damaged: +1 to Enemy Hit chances against this Ship.
*Destroyed: +1 to Enemy Hit chances against this Ship. Ship becomes locked in 'Quarter Speed' Command.
**Special: In case of multiple Engine Rooms, only the 'lowest' damage modifier is applied (so if you have 1 Intact and 2 Destroyed Engine Rooms, enemy still gets no Hit bonus against you).
Structural Bulk: Cheap, reinforced compartment that provides extra Hull Points to the ship.
Cost: 5 Resources
*Intact: -
*Damaged: -
*Destroyed: -
COMPARTMENT EXTRAS:
Rangefinders: Sophisticated mechanical clocks used to provide better fire control of the ship's batteries.
Cost: 30 Resource
*Base Compartment: Bridge Tower
**Effect: Rangefinding begins at -1 penalty instead of -2.
***Special: No bonus provided when Base Compartment is Destroyed. Each Bridge Tower can hold only 1 Rangefinder.
Armour Plating: Thick armor used to protect vital parts of the ship from damage and destruction.
Cost: 15 Resource
*Base Compartment: Any
**Effect: When Base Compartment is hit, 1 Damage is nullified and Armour Plating is destroyed.
***Special: Each Deck Compartment can have only 1 Armour Plating equipped. Under Compartments can have up to 2 Armour Platings equipped.
Loading Shaft: Directly connects the ammo magazine below with the turrets above, simplifying reloading and allowing the magazine to supply more turrets at once.
Cost: 20 Resource
*Base Compartment: Ammo Magazine
**Effect: Ammo Magazine can support 3 Batteries at once (2 if Damaged), but increases chances of Ammo Explosion to 1 in 3.
***Special: No bonus provided when Base Compartment is Destroyed. Each Ammo Magazine can hold only 1 Loading Shaft.
Diesel Turbine: High-power diesel turbine, increasing potential cruising and maneuvering speed of the battleship.
Cost: 30 Resource
*Base Compartment: Engine Room
**Effect: -1 to Enemy Hit chances against this Ship (does not stack).
***Special: No bonus provided when Base Compartment is Destroyed. Each Engine Room can hold only 1 Diesel Engine.
The Azure Sea Fleet 500/500 Resources
Name: Cheese Blaster (Kashyyk)
Ship Type: Armored Cruiser (50r)
Tonnage: Light (140r) -1 to hit, -2 HP
Hull Points: 10 (5 base + 7 Comp. - 2 light tonnage)
Compartments:
DC1: -
DC2: Secondary Battery (15r)
DC3: Bridge Tower (FREE)
DC4: Secondary Battery (15r)
DC5: -
...
UC1: Structural Bulk (5r)
UC2: Structural Bulk (5r)
UC3: Ammo Magazine (20r)
UC4: Engine Room (FREE) + Diesel Turbine (30r)
Resources Total: 140
Name: Dread Duelist
Ship Type: Pre-Dreadnought
Tonnage: Medium (245)
Hull Points: 21 (base 1 + 2x10 comp.)
Compartments:
DC1: Main Battery (20)
DC2: Main Battery (20)
DC3: Bridge Tower (FREE)
DC4: Secondary Battery (15)
DC5: Main Battery (20)
DC6:
...
UC1: Structural Bulk (5)
UC2: Ammo Magazine (20) + Armor Plating (15)
UC3: Structural Bulk (5)
UC4: Ammo Magazine (20) + Armor Plating (15)
UC5: Engine Room (FREE)
...
Resources Total: 245
Name: HMS Red Team Sucks (evictedSaint)
Ship Type: Armored Cruiser (50)
Tonnage: Light (115r) -1 to hit, -2 HP
Hull Points: 9 (base 5 + 6 comp. - 2 light tonnage)
Compartments:
DC1: Secondary (15)
DC2: Secondary (15)
DC3: Bridge (Free)
DC4:
DC5:
...
UC1: Ammo Rack (20)
UC2: Engine Compartment (Free)
UC3: Structural Bulk (5)
UC4:
...
Resources Total: 115
The Blood Orange Fleet 500/500 Resources
Name: Malaria (Naturegirl1999)
Ship Type: Armored Cruiser
Tonnage: Medium (165)
Hull Points: 12 (5 base + 7 comp.)
DC1: Bridge Tower(Armor Plating (15)
DC2: Secondary Battery (15)
DC3: Secondary Battery (15)
DC4: -
DC5: -
...
UC1: Engine Room (Diesel Turbine (30)
UC2: Ammo Magazine (30)
UC3: Structural Bulk (5)
UC4: Structural Bulk (5)
...
Resources Total: 165
Name: Plaguebearer (Iridium)
Ship Type: Pre-Dreadnought (90r)
Tonnage: Medium (230)
Hull Points: 21 (base 1 + 10x2 comp.)
Compartments:
DC1: Bridge Tower (Free)
DC2: Main Battery (20r)
DC3: Main Battery (20r)
DC4: Main Battery (20r)
DC5: Secondary Battery (15r)
DC6: -
...
UC1: Engine Room (Free)
UC2: Ammo Magazine (20r) + Armour Plating (15r) + Armour Plating (15r)
UC3: Structural Bulk (5r)
UC4: Structural Bulk (5r)
UC4: Structural Bulk (5r)
...
Resources Total: 230
Name: Syphilis
Ship Type: Armoured Cruiser (50)
Tonnage: Light (105r) -1 to hit, -2 HP
Hull Points: 9 (5 + 6 comp. -2 light)
Compartments:
DC1: Bridge Tower (FREE)
DC2: Secondary Batteries (15)
DC3: Secondary Batteries (15)
DC4: -
DC5: -
...
UC1: Engine Room (FREE)
UC2: Ammo Magazine (20)
UC3: Structural Bulk (5)
UC4: -
...
Resources Total: 105